/** 
 * Specifies the overal rendering/shading model for a material
 * @warning Check UMaterialInstance::Serialize if changed!
 */
UENUM()
enum EMaterialShadingModel : int
{
	MSM_Unlit					UMETA(DisplayName="Unlit"),
	MSM_DefaultLit				UMETA(DisplayName="Default Lit"),
	MSM_Subsurface				UMETA(DisplayName="Subsurface"),
	MSM_PreintegratedSkin		UMETA(DisplayName="Preintegrated Skin"),
	MSM_ClearCoat				UMETA(DisplayName="Clear Coat"),
	MSM_SubsurfaceProfile		UMETA(DisplayName="Subsurface Profile"),
	MSM_TwoSidedFoliage			UMETA(DisplayName="Two Sided Foliage"),
	MSM_Hair					UMETA(DisplayName="Hair"),
	MSM_Cloth					UMETA(DisplayName="Cloth"),
	MSM_Eye						UMETA(DisplayName="Eye"),
	MSM_SingleLayerWater		UMETA(DisplayName="SingleLayerWater"),
	MSM_ThinTranslucent			UMETA(DisplayName="Thin Translucent"),
	MSM_Strata					UMETA(DisplayName="Substrate", Hidden),
	//着色模型添加-开始
	MSM_MyToonDefault     UMETA(DisplayName = "My Toon Default"),
	MSM_MyToonFace       UMETA(DisplayName = "My Toon Face"),
	MSM_MyToonHair       UMETA(DisplayName = "My Toon Hair"),
	//结束
	/** Number of unique shading models. */
	MSM_NUM						UMETA(Hidden),
	/** Shading model will be determined by the Material Expression Graph,
		by utilizing the 'Shading Model' MaterialAttribute output pin. */
	MSM_FromMaterialExpression	UMETA(DisplayName="From Material Expression"),
	MSM_MAX
};